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PUZZLE: Identify your contacts
Hint 1
There’s six words in here to guess slow or guess fast. Just start with the first and end with the last.
Hint 1
There’s six words in here to guess slow or guess fast. Just start with the first and end with the last.
Hint 2
Do not be stuck and do not be vexed. It’s one letter different one word to the next.
Hint 2
Do not be stuck and do not be vexed. It’s one letter different one word to the next.
How to solve it
This puzzle is a word ladder, where each successive word uses the same letters as the previous word except one. For example, “draw”, “warm”, and “mark”. The last word is the name of your contact.
How to solve it
This puzzle is a word ladder, where each successive word uses the same letters as the previous word except one. For example, “draw”, “warm”, and “mark”. The last word is the name of your contact.
Solution
1. RODENT – squirrels and beavers are both in the mammalian order Rodentia and ‘rodent’ is slang for a person with no style. 2. ORNATE – ‘ornate’ means lavish and is the name for a colorful species of turtle. 3. ANTHER – simply defined. The male sex part of a flower. 4. EARTHY – Dirt. Unpretentious. 5. THEORY — 6. THORPE – Jim Thorpe was an American track star of the 1912 Olympics in Stockholm, Sweden. Now that you “know the name” look through the box and you will be directed to do something else!
Solution
1. RODENT – squirrels and beavers are both in the mammalian order Rodentia and ‘rodent’ is slang for a person with no style. 2. ORNATE – ‘ornate’ means lavish and is the name for a colorful species of turtle. 3. ANTHER – simply defined. The male sex part of a flower. 4. EARTHY – Dirt. Unpretentious. 5. THEORY — 6. THORPE – Jim Thorpe was an American track star of the 1912 Olympics in Stockholm, Sweden. Now that you “know the name” look through the box and you will be directed to do something else!
PUZZLE: Find the meeting place
Hint 1
Just in case it isn’t clear, basic math will help you here.
Hint 1
Just in case it isn’t clear, basic math will help you here.
Hint 2
You’ll find it on a modern map, but you won’t need your coat or cap.
Hint 2
You’ll find it on a modern map, but you won’t need your coat or cap.
Hint 3
If modern maps don’t help you here, an older map might make it clear. But it’s not as simple as all that. A formula is where it’s at.
Hint 3
If modern maps don’t help you here, an older map might make it clear. But it’s not as simple as all that. A formula is where it’s at.
Hint 4
Computer map gets a bit too near. Zoom out until the names appear.
Hint 4
Computer map gets a bit too near. Zoom out until the names appear.
How to solve it
“On the moor” is a specific place on a map both modern and antique. There’s a math problem here. Figure out what to do with the numbers on the cloth. The result can be used with a computer to find a specific place or, without a computer you may have to do some more math, following a direction found somewhere in the mission to find the location.
How to solve it
“On the moor” is a specific place on a map both modern and antique. There’s a math problem here. Figure out what to do with the numbers on the cloth. The result can be used with a computer to find a specific place or, without a computer you may have to do some more math, following a direction found somewhere in the mission to find the location.
Solution
The solution is a set of GPS coordinates. To find them, divide the two numbers by 13. That gets you 53.128124,-1.027785. If you input these numbers into a very common mapping website, it will take you to a location in England, about 3 miles from Nottingham. The way the online map works, however, will end up much too ‘zoomed in’, so you must ‘zoom out’ a couple times before the name of the village, “Blisthorpe Moor” is revealed. You may instead use the antique map of Nottinghamshire, which includes latitude and longitude numbers. On the antique map you will see numbers on the top, bottom, and sides. The sides are latitude, of which the number 53 shows that Nottinghamshire is located on the earth at around 53 degrees North latitude. Along the top and bottom are the longitude, of which the number 1 shows that Nottinghamshire is located on the earth at about 1 degrees West longitude. The smaller numbers show the ‘minutes’ between each degree. There are 60 and they are marked off by 5s. So after you divide by 13, you will then need to multiply each remainders by 60 to get the exact coordinates, which are expressed in degrees and minutes. So for degrees latitude, 690.665612 / 13 = 53, remainder 0.128124. For minutes latitude, 0.128124 * 60 = 7.68744. For degrees longitude, 13.361205 / 13 = 1, remainder 0.027785. For minutes longitude, 0.027785 * 60 = 1.6671. On the antique map find the coordinates 53 degrees, 8 minutes and 1 degree, 2 minutes. That should put you right in the middle on the name “Blisthorpe”.
Solution
The solution is a set of GPS coordinates. To find them, divide the two numbers by 13. That gets you 53.128124,-1.027785. If you input these numbers into a very common mapping website, it will take you to a location in England, about 3 miles from Nottingham. The way the online map works, however, will end up much too ‘zoomed in’, so you must ‘zoom out’ a couple times before the name of the village, “Blisthorpe Moor” is revealed. You may instead use the antique map of Nottinghamshire, which includes latitude and longitude numbers. On the antique map you will see numbers on the top, bottom, and sides. The sides are latitude, of which the number 53 shows that Nottinghamshire is located on the earth at around 53 degrees North latitude. Along the top and bottom are the longitude, of which the number 1 shows that Nottinghamshire is located on the earth at about 1 degrees West longitude. The smaller numbers show the ‘minutes’ between each degree. There are 60 and they are marked off by 5s. So after you divide by 13, you will then need to multiply each remainders by 60 to get the exact coordinates, which are expressed in degrees and minutes. So for degrees latitude, 690.665612 / 13 = 53, remainder 0.128124. For minutes latitude, 0.128124 * 60 = 7.68744. For degrees longitude, 13.361205 / 13 = 1, remainder 0.027785. For minutes longitude, 0.027785 * 60 = 1.6671. On the antique map find the coordinates 53 degrees, 8 minutes and 1 degree, 2 minutes. That should put you right in the middle on the name “Blisthorpe”.
PUZZLE: Encrypted note from a sympathetic mill owner
Hint 1
If it is a clue that you currently need, the map of Nottingham provides a lead..
Hint 1
If it is a clue that you currently need, the map of Nottingham provides a lead..
Hint 2
Seek out the Cartwright Mill attack, and you will find a clue that you can bring back.
Hint 2
Seek out the Cartwright Mill attack, and you will find a clue that you can bring back.
Hint 3
Within this puzzle, find the alphabet that we hid. Pairs of numbers are coordinates to a 5 x 5 grid.
Hint 3
Within this puzzle, find the alphabet that we hid. Pairs of numbers are coordinates to a 5 x 5 grid.
Hint 4
If this mystery is still unclear, a Polybius square will help you here..
Hint 4
If this mystery is still unclear, a Polybius square will help you here..
How to solve it
Look at the image of the Cartwright Mill attack. There is a grid on the wall with letters in in it. They are a clue to the kind of cipher this is. Clue: there are 5 rows and 5 columns.
How to solve it
Look at the image of the Cartwright Mill attack. There is a grid on the wall with letters in in it. They are a clue to the kind of cipher this is. Clue: there are 5 rows and 5 columns.
Solution
The encrypted note from a “sympathetic factory owner” contains a clue, “There is a special place in Nottingham/to solve this number riddle/it’s not like any other place/meet me in the middle” That refers to the map that shows the factories in blue and three other landmarks. Two of them are real, the Ducal Palace and St. Mary’s Church. The third, in the middle of the map, “Polybius’ Square”, is not a real place. It is a clue to the kind of cipher this puzzle uses. It is made using a Polybius Square cipher. The alphabet (with I and J combined into one) is divided into 5 columns and 5 rows. Each letter is represented by the 2 numbers of the letter’s x-y axis (e.g. “A” is represented by 11). You can see an incomplete Polybius square on the wall in the image of “The Luddite’s attack on Mr. cartwright’s mill”. Deciphered, the message reads, “Start at morley End at brettle” This gives you the starting point and ending point for the night’s mission of mayhem.
Solution
The encrypted note from a “sympathetic factory owner” contains a clue, “There is a special place in Nottingham/to solve this number riddle/it’s not like any other place/meet me in the middle” That refers to the map that shows the factories in blue and three other landmarks. Two of them are real, the Ducal Palace and St. Mary’s Church. The third, in the middle of the map, “Polybius’ Square”, is not a real place. It is a clue to the kind of cipher this puzzle uses. It is made using a Polybius Square cipher. The alphabet (with I and J combined into one) is divided into 5 columns and 5 rows. Each letter is represented by the 2 numbers of the letter’s x-y axis (e.g. “A” is represented by 11). You can see an incomplete Polybius square on the wall in the image of “The Luddite’s attack on Mr. cartwright’s mill”. Deciphered, the message reads, “Start at morley End at brettle” This gives you the starting point and ending point for the night’s mission of mayhem.
PUZZLE: Figure out what order to strike the five factories so that you are not at a factory at the same time as the security patrol.
Hint 1
Tech is your friend, don’t be a fool. A common software is an EXCELlent tool.
Hint 1
Tech is your friend, don’t be a fool. A common software is an EXCELlent tool.
Hint 2
The “enemy’s” advice falls in your lap. There’s an out-of-place place on your city map.
Hint 2
The “enemy’s” advice falls in your lap. There’s an out-of-place place on your city map.
Hint 3
The church and the palace are really there. What doesn’t belong is Polybius Square.
Hint 3
The church and the palace are really there. What doesn’t belong is Polybius Square.
How to solve it
You will need some kind of a grid to organize the different times that patrols will be at each place. The grid provided will get you started but a computer spreadsheet also works nicely and is good for automatic calculations. The letters at the top represent the five targets. Fill in the one that is missing. The times provided in the intel represent the time it takes the patrol to walk from the previous location, the time it arrives at a location, how much time is spent inspecting it (2 minutes), and the time the patrol leaves. Some of this is already put into the provided grid. Finish putting the remaining intel into the grid and then use math to figure out where the patrol will be over the next 3 hours. The second part of the intel is the time it takes to walk between different targets. Use it to fill in walking times for the patrols. Some of them are not in the same order as the patrol, but this information may come in handy in case you need to walk between targets in a different order than the patrol does. The ‘note from a sympathetic mill owner’ will be a big help here, so solve that before moving on. When know where to start and when (10:00) and where to end, then it is a matter of plugging in times for walking between targets and time for smashing frames (13 minutes). Experiment (in pencil) with going to targets in different orders making sure to follow the rules outlined in the Meeting at Blisthorpe Moor.
How to solve it
You will need some kind of a grid to organize the different times that patrols will be at each place. The grid provided will get you started but a computer spreadsheet also works nicely and is good for automatic calculations. The letters at the top represent the five targets. Fill in the one that is missing. The times provided in the intel represent the time it takes the patrol to walk from the previous location, the time it arrives at a location, how much time is spent inspecting it (2 minutes), and the time the patrol leaves. Some of this is already put into the provided grid. Finish putting the remaining intel into the grid and then use math to figure out where the patrol will be over the next 3 hours. The second part of the intel is the time it takes to walk between different targets. Use it to fill in walking times for the patrols. Some of them are not in the same order as the patrol, but this information may come in handy in case you need to walk between targets in a different order than the patrol does. The ‘note from a sympathetic mill owner’ will be a big help here, so solve that before moving on. When know where to start and when (10:00) and where to end, then it is a matter of plugging in times for walking between targets and time for smashing frames (13 minutes). Experiment (in pencil) with going to targets in different orders making sure to follow the rules outlined in the Meeting at Blisthorpe Moor.
Solution
Two of the notes are intel about the times that security was observed at certain factories. One has three columns of times. The first says “9:01 first patrol at L&G”. It means that the security arrived at Langdon & Glover at 9:01, patrolled there (and at each factory) for 2 minutes, then left at 9:03. The second column is unlabeled, but it can be inferred that the security took 4 minutes to get there, stayed for 2 minutes, and left at 9:09. The third column means that the security took 11 minutes to get to the third location, stayed for 2 minutes, and left there (Pasolds) at 9:22. The last line “arrive at L&G” means that the patrol completed one round at 9:44, 43 minutes after beginning. The next note has two columns of times. It begins “9:29 arrived at H”. It means that security arrived at Haddon at 9:29, stayed for 2 minutes, then left at 9:31. The second column reveals that the patrol arrived at the next factory (M for Morley) 5 minutes later, stayed for 2 minutes, then left at 9:38. This data allows you to calculate the missing times. A common spreadsheet software, Excel, is a useful tool for figuring it out but you could also use the grid provided. The third note shows the walking time between different factories. The security patrol intel shows some of this, but this intel shows time between factories out of sequence with the security patrol. The Polybius Square puzzle already tells you where to start, at Morley, location M, and end at Brettle, location B. The times in black are the patrols. Travel time-arrival time-inspection time-departure time. The red is your times. Start at Morley, location M, at 10:00. 13 minutes there to break frames. Leave at 10:13. It should work out that if you start anywhere else, it will eventually collide with security. Go next to Pasolds, location P. While you are en route to Pasolds Mill, at 10:19, the security patrol discovers the first of your destructive attacks at Morley. If they catch you, it could mean the gallows. Get there in 11 minutes. 13 minutes to break frames. Leave at 10:37. Go to L&G, location L&G, in 15 minutes. 13 minutes of sabotage. Leave at 11:05. Go next to Haddon, location H. Arrive at 11:17 (use the intel about walking times between factories), leave at 11:30. Last is Brettle (as the encrypted note tells you), https://theresystance.com/ludditehints/luddite-solution-2/location B. Arrive at 11:38, leave at 11:51, while the security is going from Morley to L&G. Now report back to the General what order you struck the factories, M, P, L&G, H, and B. You can view a chart of the solution here: Luddites chart
Solution
Two of the notes are intel about the times that security was observed at certain factories. One has three columns of times. The first says “9:01 first patrol at L&G”. It means that the security arrived at Langdon & Glover at 9:01, patrolled there (and at each factory) for 2 minutes, then left at 9:03. The second column is unlabeled, but it can be inferred that the security took 4 minutes to get there, stayed for 2 minutes, and left at 9:09. The third column means that the security took 11 minutes to get to the third location, stayed for 2 minutes, and left there (Pasolds) at 9:22. The last line “arrive at L&G” means that the patrol completed one round at 9:44, 43 minutes after beginning. The next note has two columns of times. It begins “9:29 arrived at H”. It means that security arrived at Haddon at 9:29, stayed for 2 minutes, then left at 9:31. The second column reveals that the patrol arrived at the next factory (M for Morley) 5 minutes later, stayed for 2 minutes, then left at 9:38. This data allows you to calculate the missing times. A common spreadsheet software, Excel, is a useful tool for figuring it out but you could also use the grid provided. The third note shows the walking time between different factories. The security patrol intel shows some of this, but this intel shows time between factories out of sequence with the security patrol. The Polybius Square puzzle already tells you where to start, at Morley, location M, and end at Brettle, location B. The times in black are the patrols. Travel time-arrival time-inspection time-departure time. The red is your times. Start at Morley, location M, at 10:00. 13 minutes there to break frames. Leave at 10:13. It should work out that if you start anywhere else, it will eventually collide with security. Go next to Pasolds, location P. While you are en route to Pasolds Mill, at 10:19, the security patrol discovers the first of your destructive attacks at Morley. If they catch you, it could mean the gallows. Get there in 11 minutes. 13 minutes to break frames. Leave at 10:37. Go to L&G, location L&G, in 15 minutes. 13 minutes of sabotage. Leave at 11:05. Go next to Haddon, location H. Arrive at 11:17 (use the intel about walking times between factories), leave at 11:30. Last is Brettle (as the encrypted note tells you), https://theresystance.com/ludditehints/luddite-solution-2/location B. Arrive at 11:38, leave at 11:51, while the security is going from Morley to L&G. Now report back to the General what order you struck the factories, M, P, L&G, H, and B. You can view a chart of the solution here: Luddites chart
PUZZLE: END OF THE LESSON
Hint 1
You know the sequence to breaking a frame. This is a code to the General’s name.
Hint 1
You know the sequence to breaking a frame. This is a code to the General’s name.
Hint 2
It sticks to things metal. There’s a man in a dress. The code is used in the website address.
Hint 2
It sticks to things metal. There’s a man in a dress. The code is used in the website address.
Hint 3
If you don’t know how to solve the game now the Battle of Watling will tell you how.
Hint 3
If you don’t know how to solve the game now the Battle of Watling will tell you how.
How to solve it
The magnet gives you the website that you need. You must enter the passcode, which is the order of attacking the factories
How to solve it
The magnet gives you the website that you need. You must enter the passcode, which is the order of attacking the factories
Solution
The end of the lesson is located at the website printed on the magnet of “General Ludd”, www.theresystance.com/GeneralLudd. The passcode is the order of attacking the factories, which is: MPL&GHB
Solution
The end of the lesson is located at the website printed on the magnet of “General Ludd”, www.theresystance.com/GeneralLudd. The passcode is the order of attacking the factories, which is: MPL&GHB